/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 3
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// snd_dma.c -- main control for any streaming sound output device

#include "quakedef.h"

struct s_listener_t
{
	void Setup (const vec3_t v_origin, const vec3_t v_forward, const vec3_t v_right, const vec3_t v_up)
	{
		Vector3Copy (this->origin, v_origin);
		Vector3Copy (this->forward, v_forward);
		Vector3Copy (this->right, v_right);
		Vector3Copy (this->up, v_up);
	}

	vec3_t origin;
	vec3_t forward;
	vec3_t right;
	vec3_t up;
};


s_listener_t listener;


void S_Play (void);
void S_PlayVol (void);
void S_SoundList (void);
void S_Update_ ();
void S_StopAllSounds (BOOL clear);
void S_StopAllSoundsC (void);

// =======================================================================
// Internal sound data & structures
// =======================================================================

channel_t   channels[MAX_CHANNELS];
int			total_channels;

int				snd_blocked = 0;
static BOOL	snd_ambient = 1;
BOOL		snd_initialized = FALSE;

// pointer should go away
volatile dma_t  *shm = 0;
volatile dma_t sn;

float		sound_nominal_clip_dist = 1500.0f;

int			soundtime;		// sample PAIRS
int   		paintedtime; 	// sample PAIRS


#define	MAX_SFX		512
sfx_t		*known_sfx;		// hunk allocated [MAX_SFX]
int			num_sfx;

sfx_t		*ambient_sfx[NUM_AMBIENTS];

int 		desired_speed = 11025;
int 		desired_bits = 16;

int sound_started = 0;

cvar_t *bgmvolume;
cvar_t *volume;
cvar_t *nosound;
cvar_t *precache;
cvar_t *bgmbuffer;
cvar_t *ambient_level;
cvar_t *ambient_fade;
cvar_t *snd_noextraupdate;
cvar_t *snd_show;
cvar_t *_snd_mixahead;


// ====================================================================
// User-setable variables
// ====================================================================


// Fake dma is a synchronous faking of the DMA progress used for
// isolating performance in the renderer.  The fakedma_updates is
// number of times S_Update () is called per second.

BOOL fakedma = FALSE;
int fakedma_updates = 15;


void S_AmbientOff (void)
{
	snd_ambient = FALSE;
}


void S_AmbientOn (void)
{
	snd_ambient = TRUE;
}


void S_SoundInfo_f (void)
{
	if (!sound_started || !shm)
	{
		Con_Printf (PRINT_SAFE, "sound system not started\n");
		return;
	}

	Con_Printf (PRINT_SAFE, "%5d stereo\n", shm->channels - 1);
	Con_Printf (PRINT_SAFE, "%5d samples\n", shm->samples);
	Con_Printf (PRINT_SAFE, "%5d samplepos\n", shm->samplepos);
	Con_Printf (PRINT_SAFE, "%5d samplebits\n", shm->samplebits);
	Con_Printf (PRINT_SAFE, "%5d submission_chunk\n", shm->submission_chunk);
	Con_Printf (PRINT_SAFE, "%5d speed\n", shm->speed);
	Con_Printf (PRINT_SAFE, "0x%x dma buffer\n", shm->buffer);
	Con_Printf (PRINT_SAFE, "%5d total_channels\n", total_channels);
}


/*
================
S_Startup
================
*/

void S_Startup (void)
{
	int		rc;

	if (!snd_initialized)
		return;

	if (!fakedma)
	{
		rc = SNDDMA_Init ();

		if (!rc)
		{
#ifndef	_WIN32
			Con_Printf (PRINT_SAFE, "S_Startup: SNDDMA_Init failed.\n");
#endif
			sound_started = 0;
			return;
		}
	}

	sound_started = 1;
}


/*
================
S_Init
================
*/
void S_Init (void)
{
	// moved first so that we don't lose our cvars if running with -nosound
	bgmvolume = Cvar_Get ("bgmvolume", "1", CVAR_ARCHIVE);
	volume = Cvar_Get ("volume", "0.7", CVAR_ARCHIVE);
	nosound = Cvar_Get ("nosound", "0");
	precache = Cvar_Get ("precache", "1");
	bgmbuffer = Cvar_Get ("bgmbuffer", "4096");
	ambient_level = Cvar_Get ("ambient_level", "0.3");
	ambient_fade = Cvar_Get ("ambient_fade", "100");
	snd_noextraupdate = Cvar_Get ("snd_noextraupdate", "0");
	snd_show = Cvar_Get ("snd_show", "0");
	_snd_mixahead = Cvar_Get ("_snd_mixahead", "0.1", CVAR_ARCHIVE);

	Con_Printf (PRINT_SAFE, "Sound Initialization\n");

	if (COM_CheckParm ("-nosound"))
		return;

	if (COM_CheckParm ("-simsound"))
		fakedma = TRUE;

	Cmd_AddCommand ("play", S_Play);
	Cmd_AddCommand ("playvol", S_PlayVol);
	Cmd_AddCommand ("stopsound", S_StopAllSoundsC);
	Cmd_AddCommand ("soundlist", S_SoundList);
	Cmd_AddCommand ("soundinfo", S_SoundInfo_f);

	snd_initialized = TRUE;

	S_Startup ();

	SND_InitScaletable ();

	known_sfx = (sfx_t *) zoneHeap->Alloc (MAX_SFX * sizeof (sfx_t));
	num_sfx = 0;

	// create a piece of DMA memory

	if (fakedma)
	{
		shm = (dma_t *) zoneHeap->Alloc (sizeof (*shm));
		shm->splitbuffer = 0;
		shm->samplebits = 16;
		shm->speed = 22050;
		shm->channels = 2;
		shm->samples = 32768;
		shm->samplepos = 0;
		shm->soundalive = TRUE;
		shm->gamealive = TRUE;
		shm->submission_chunk = 1;
		shm->buffer = (unsigned char *) zoneHeap->Alloc (1 << 16);
	}

	Con_Printf (PRINT_SAFE, "Sound sampling rate: %i\n", shm->speed);

	// provides a tick sound until washed clean

	//	if (shm->buffer)
	//		shm->buffer[4] = shm->buffer[5] = 0x7f;	// force a pop for debugging

	ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
	ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");

	S_StopAllSounds (TRUE);
}


void Snd_InitSounds (void)
{
	ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
	ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");
}


void Snd_TrashAll (void)
{
	int i;

	for (i = 0; i < num_sfx; i++)
	{
		memset (&known_sfx[i], 0, sizeof (sfx_t));
	}

	num_sfx = 0;
}


// =======================================================================
// Shutdown sound engine
// =======================================================================

void S_Shutdown (void)
{
	if (!sound_started)
		return;

	if (shm)
		shm->gamealive = 0;

	shm = 0;
	sound_started = 0;

	if (!fakedma)
	{
		SNDDMA_Shutdown ();
	}
}


// =======================================================================
// Load a sound
// =======================================================================

/*
==================
S_FindName

==================
*/
sfx_t *S_FindName (char *name)
{
	int		i;
	sfx_t	*sfx;

	if (!name)
	{
		Sys_Error ("S_FindName: NULL\n");
		return NULL;
	}

	if (Q_strlen (name) >= MAX_QPATH)
	{
		Sys_Error ("Sound name too long: %s", name);
		return NULL;
	}

	// see if already loaded
	for (i = 0; i < num_sfx; i++)
	{
		if (!Q_strcmp (known_sfx[i].name, name))
		{
			return &known_sfx[i];
		}
	}

	if (num_sfx == MAX_SFX)
	{
		Sys_Error ("S_FindName: out of sfx_t");
		return NULL;
	}

	sfx = &known_sfx[i];
	strcpy (sfx->name, name);

	num_sfx++;

	return sfx;
}


/*
==================
S_TouchSound

==================
*/
void S_TouchSound (char *name)
{
	sfx_t	*sfx;

	if (!sound_started)
		return;

	sfx = S_FindName (name);
}

/*
==================
S_PrecacheSound

==================
*/
sfx_t *S_PrecacheSound (char *name)
{
	sfx_t	*sfx;

	if (!sound_started || nosound->value)
		return NULL;

	sfx = S_FindName (name);

	// cache it in
	if (precache->value)
		S_LoadSound (sfx);

	return sfx;
}


//=============================================================================

/*
=================
SND_PickChannel
=================
*/
channel_t *SND_PickChannel (int entnum, int entchannel)
{
	int ch_idx;
	int first_to_die;
	int life_left;

	// Check for replacement sound, or find the best one to replace
	first_to_die = -1;
	life_left = 0x7fffffff;

	for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS; ch_idx++)
	{
		// channel 0 never overrides
		if (entchannel != 0 && channels[ch_idx].entnum == entnum && (channels[ch_idx].entchannel == entchannel || entchannel == -1))
		{
			// allways override sound from same entity
			first_to_die = ch_idx;
			break;
		}

		// don't let monster sounds override player sounds
		if (channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity && channels[ch_idx].sfx)
			continue;

		if (channels[ch_idx].end - paintedtime < life_left)
		{
			life_left = channels[ch_idx].end - paintedtime;
			first_to_die = ch_idx;
		}
	}

	if (first_to_die == -1)
		return NULL;

	if (channels[first_to_die].sfx)
		channels[first_to_die].sfx = NULL;

	return &channels[first_to_die];
}

/*
=================
SND_Spatialize
=================
*/
void SND_Spatialize (channel_t *ch)
{
	vec3_t source_vec;

	// anything coming from the view entity will allways be full volume
	if (ch->entnum == cl.viewentity || !(ch->dist_mult > 0))
	{
		ch->lvol = ch->master_vol;
		ch->rvol = ch->master_vol;
	}
	else
	{
		// base sound origin
		float sound_origin[3] = {ch->origin[0], ch->origin[1], ch->origin[2]};

		// sounds should move as the entity that has spawned them moves
		if (ch->entnum > 0 && cls.state == ca_connected)
		{
			entity_t *ent = cl.entities[ch->entnum];

			if (ent && ent->model)
			{
				// brush models have to move differently because inline bmodels have their origins at 0|0|0
				// so we must derive a new origin from the bbox; we don't bother accounting for rotation here
				if (ent->model->type == mod_brush)
					Mod_NewPositionFromBBox (sound_origin, ent->origin, ent->model->mins, ent->model->maxs);
				else Vector3Copy (sound_origin, ent->origin);
			}
		}

		// calculate stereo seperation and distance attenuation
		Vector3Subtract (source_vec, sound_origin, listener.origin);

		float dist = Vector3Normalize (source_vec) * ch->dist_mult;
		float dot = Vector3Dot (listener.right, source_vec);

		// add in distance effect
		ch->rvol = (int) (ch->master_vol * (1.0 - dist) * ((shm->channels == 1) ? 1.0f : 1.0f + dot));
		ch->lvol = (int) (ch->master_vol * (1.0 - dist) * ((shm->channels == 1) ? 1.0f : 1.0f - dot));

		// lower-bound volume
		if (ch->rvol < 0) ch->rvol = 0;
		if (ch->lvol < 0) ch->lvol = 0;
	}
}


// =======================================================================
// Start a sound effect
// =======================================================================

void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
	channel_t *target_chan, *check;
	sfxcache_t	*sc;
	int		vol;
	int		ch_idx;
	int		skip;

	if (!sound_started)
		return;

	if (!sfx)
		return;

	if (nosound->value)
		return;

	vol = fvol * 255;

	// pick a channel to play on
	target_chan = SND_PickChannel (entnum, entchannel);

	if (!target_chan)
		return;

	// spatialize
	memset (target_chan, 0, sizeof (*target_chan));
	VectorCopy (origin, target_chan->origin);
	target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
	target_chan->master_vol = vol;
	target_chan->entnum = entnum;
	target_chan->entchannel = entchannel;
	SND_Spatialize (target_chan);

	if (!target_chan->lvol && !target_chan->rvol)
		return;		// not audible at all

	// new channel
	sc = S_LoadSound (sfx);

	if (!sc)
	{
		target_chan->sfx = NULL;
		return;		// couldn't load the sound's data
	}

	target_chan->sfx = sfx;
	target_chan->pos = 0.0;
	target_chan->end = paintedtime + sc->length;

	// if an identical sound has also been started this frame, offset the pos
	// a bit to keep it from just making the first one louder
	check = &channels[NUM_AMBIENTS];

	for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS; ch_idx++, check++)
	{
		if (check == target_chan)
			continue;

		if (check->sfx == sfx && !check->pos)
		{
			skip = rand () % (int) (0.1 * shm->speed);

			if (skip >= target_chan->end)
				skip = target_chan->end - 1;

			target_chan->pos += skip;
			target_chan->end -= skip;
			break;
		}

	}
}

void S_StopSound (int entnum, int entchannel)
{
	int i;

	for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
	{
		if (channels[i].entnum == entnum && channels[i].entchannel == entchannel)
		{
			channels[i].end = 0;
			channels[i].sfx = NULL;
			return;
		}
	}
}

void S_StopAllSounds (BOOL clear)
{
	int		i;

	// also stop music here
	CDAudio_Stop ();

	if (!sound_started)
		return;

	total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;	// no statics

	for (i = 0; i < MAX_CHANNELS; i++)
		if (channels[i].sfx)
			channels[i].sfx = NULL;

	Q_memset (channels, 0, MAX_CHANNELS * sizeof (channel_t));

	if (clear)
		S_ClearBuffer ();
}

void S_StopAllSoundsC (void)
{
	S_StopAllSounds (TRUE);
}

void S_ClearBuffer (void)
{
	int		clear;

#ifdef _WIN32
	if (!sound_started || !shm || (!shm->buffer && !ds_Buffer))
#else
	if (!sound_started || !shm || !shm->buffer)
#endif
		return;

	if (shm->samplebits == 8)
		clear = 0x80;
	else clear = 0;

#ifdef _WIN32
	if (ds_Buffer)
	{
		DWORD	dwSize;
		DWORD	*pData;
		int		reps;
		HRESULT	hresult;

		reps = 0;

		while ((hresult = ds_Buffer->Lock (0, ds_BufferSize, (void **) &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
		{
			if (hresult != DSERR_BUFFERLOST)
			{
				Con_Printf (PRINT_SAFE, "S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
				S_Shutdown ();
				return;
			}

			if (++reps > 10000)
			{
				Con_Printf (PRINT_SAFE, "S_ClearBuffer: DS: couldn't restore buffer\n");
				S_Shutdown ();
				return;
			}
		}

		Q_memset (pData, clear, shm->samples * shm->samplebits / 8);

		ds_Buffer->Unlock (pData, dwSize, NULL, 0);

	}
	else
#endif
	{
		Q_memset (shm->buffer, clear, shm->samples * shm->samplebits / 8);
	}
}


/*
=================
S_StaticSound
=================
*/
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
	channel_t	*ss;
	sfxcache_t		*sc;

	if (!sfx)
		return;

	if (total_channels == MAX_CHANNELS)
	{
		Con_Printf (PRINT_SAFE, "total_channels == MAX_CHANNELS\n");
		return;
	}

	ss = &channels[total_channels];
	total_channels++;

	sc = S_LoadSound (sfx);

	if (!sc)
		return;

	if (sc->loopstart == -1)
	{
		Con_Printf (PRINT_SAFE, "Sound %s not looped\n", sfx->name);
		return;
	}

	ss->sfx = sfx;
	VectorCopy (origin, ss->origin);
	ss->master_vol = vol;
	ss->dist_mult = (attenuation / 64) / sound_nominal_clip_dist;
	ss->end = paintedtime + sc->length;

	SND_Spatialize (ss);
}


//=============================================================================

/*
===================
S_UpdateAmbientSounds
===================
*/
void S_UpdateAmbientSounds (double frametime)
{
	mleaf_t		*l;
	float		vol;
	int			ambient_channel;
	channel_t	*chan;

	if (!snd_ambient)
		return;

	// calc ambient sound levels
	if (!cl.worldmodel)
		return;

	l = Mod_PointInLeaf (listener.origin, cl.worldmodel);

	if (!l || !ambient_level->value)
	{
		for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++)
			channels[ambient_channel].sfx = NULL;

		return;
	}

	for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++)
	{
		chan = &channels[ambient_channel];
		chan->sfx = ambient_sfx[ambient_channel];

		vol = ambient_level->value * l->ambient_sound_level[ambient_channel];

		if (vol < 8)
			vol = 0;

		// don't adjust volume too fast
		if (chan->master_vol < vol)
		{
			chan->master_vol += frametime * ambient_fade->value;

			if (chan->master_vol > vol)
				chan->master_vol = vol;
		}
		else if (chan->master_vol > vol)
		{
			chan->master_vol -= frametime * ambient_fade->value;

			if (chan->master_vol < vol)
				chan->master_vol = vol;
		}

		chan->lvol = chan->rvol = chan->master_vol;
	}
}


/*
============
S_Update

Called once each time through the main loop
============
*/
void S_Update (double frametime, const vec3_t origin, const vec3_t v_forward, const vec3_t v_right, const vec3_t v_up)
{
	int			i, j;
	int			total;
	channel_t	*ch;
	channel_t	*combine;

	if (!sound_started || (snd_blocked > 0))
		return;

	// copy over the vectors that we'll work with (we really should pass a listener struct around...)
	listener.Setup (origin, v_forward, v_right, v_up);

	// update general area ambient sound sources
	S_UpdateAmbientSounds (frametime);

	combine = NULL;

	// update spatialization for static and dynamic sounds
	ch = channels + NUM_AMBIENTS;

	for (i = NUM_AMBIENTS; i < total_channels; i++, ch++)
	{
		if (!ch->sfx)
			continue;

		SND_Spatialize (ch);        // respatialize channel

		if (!ch->lvol && !ch->rvol)
			continue;

		// try to combine static sounds with a previous channel of the same
		// sound effect so we don't mix five torches every frame

		if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
		{
			// see if it can just use the last one
			if (combine && combine->sfx == ch->sfx)
			{
				combine->lvol += ch->lvol;
				combine->rvol += ch->rvol;
				ch->lvol = ch->rvol = 0;
				continue;
			}

			// search for one
			combine = channels + MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;

			for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; j < i; j++, combine++)
				if (combine->sfx == ch->sfx)
					break;

			if (j == total_channels)
			{
				combine = NULL;
			}
			else
			{
				if (combine != ch)
				{
					combine->lvol += ch->lvol;
					combine->rvol += ch->rvol;
					ch->lvol = ch->rvol = 0;
				}

				continue;
			}
		}
	}

	// debugging output
	if (snd_show->value)
	{
		total = 0;
		ch = channels;

		for (i = 0; i < total_channels; i++, ch++)
		{
			if (ch->sfx && (ch->lvol || ch->rvol))
			{
				//Con_Printf (PRINT_SAFE, "%3i %3i %s\n", ch->lvol, ch->rvol, ch->sfx->name);
				total++;
			}
		}

		Con_Printf (PRINT_SAFE, "----(%i)----\n", total);
	}

	// mix some sound
	S_Update_ ();
}

void GetSoundtime (void)
{
	int		samplepos;
	static	int		buffers;
	static	int		oldsamplepos;
	int		fullsamples;

	fullsamples = shm->samples / shm->channels;

	// it is possible to miscount buffers if it has wrapped twice between
	// calls to S_Update.  Oh well.
#ifdef __sun__
	soundtime = SNDDMA_GetSamples ();
#else
	samplepos = SNDDMA_GetDMAPos ();


	if (samplepos < oldsamplepos)
	{
		buffers++;					// buffer wrapped

		if (paintedtime > 0x40000000)
		{
			// time to chop things off to avoid 32 bit limits
			buffers = 0;
			paintedtime = fullsamples;
			S_StopAllSounds (TRUE);
		}
	}

	oldsamplepos = samplepos;

	soundtime = buffers * fullsamples + samplepos / shm->channels;
#endif
}


void S_Update_ (void)
{
	int	endtime;
	int	samps;

	if (!sound_started || (snd_blocked > 0))
		return;

	// Updates DMA time
	GetSoundtime ();

	// check to make sure that we haven't overshot
	if (paintedtime < soundtime)
	{
		//Con_Printf (PRINT_SAFE, "S_Update_ : overflow\n");
		paintedtime = soundtime;
	}

	// mix ahead of current position
	endtime = soundtime + _snd_mixahead->value * shm->speed;
	samps = shm->samples >> (shm->channels - 1);

	if (endtime - soundtime > samps)
		endtime = soundtime + samps;

#ifdef _WIN32
	// if the buffer was lost or stopped, restore it and/or restart it
	{
		DWORD	dwStatus;

		if (ds_Buffer)
		{
			if (ds_Buffer->GetStatus (&dwStatus) != DD_OK)
				Con_Printf (PRINT_SAFE, "Couldn't get sound buffer status\n");

			if (dwStatus & DSBSTATUS_BUFFERLOST)
				ds_Buffer->Restore ();

			if (!(dwStatus & DSBSTATUS_PLAYING))
				ds_Buffer->Play (0, 0, DSBPLAY_LOOPING);
		}
	}
#endif

	S_PaintChannels (endtime);

	SNDDMA_Submit ();
}

/*
===============================================================================

console functions

===============================================================================
*/

void S_Play (void)
{
	static int hash = 345;
	int 	i;
	char name[256];
	sfx_t	*sfx;

	i = 1;

	while (i < Cmd_Argc ())
	{
		if (!Q_strrchr (Cmd_Argv (i), '.'))
		{
			Q_strcpy (name, Cmd_Argv (i));
			Q_strcat (name, ".wav");
		}
		else
			Q_strcpy (name, Cmd_Argv (i));

		sfx = S_PrecacheSound (name);
		S_StartSound (hash++, 0, sfx, listener.origin, 1.0, 1.0);
		i++;
	}
}

void S_PlayVol (void)
{
	static int hash = 543;
	int i;
	float vol;
	char name[256];
	sfx_t	*sfx;

	i = 1;

	while (i < Cmd_Argc ())
	{
		if (!Q_strrchr (Cmd_Argv (i), '.'))
		{
			Q_strcpy (name, Cmd_Argv (i));
			Q_strcat (name, ".wav");
		}
		else
			Q_strcpy (name, Cmd_Argv (i));

		sfx = S_PrecacheSound (name);
		vol = Q_atof (Cmd_Argv (i + 1));
		S_StartSound (hash++, 0, sfx, listener.origin, vol, 1.0);
		i += 2;
	}
}

void S_SoundList (void)
{
	int		i;
	sfx_t	*sfx;
	sfxcache_t	*sc;
	int		size, total;

	total = 0;

	for (sfx = known_sfx, i = 0; i < num_sfx; i++, sfx++)
	{
		if ((sc = sfx->cache) == NULL)
			continue;

		size = sc->length * sc->width * (sc->stereo + 1);
		total += size;

		if (sc->loopstart >= 0)
			Con_Printf (PRINT_SAFE, "L");
		else
			Con_Printf (PRINT_SAFE, " ");

		Con_Printf (PRINT_SAFE, "(%2db) %6i : %s\n", sc->width * 8,  size, sfx->name);
	}

	Con_Printf (PRINT_SAFE, "Total resident: %i\n", total);
}


void S_LocalSound (char *sound)
{
	sfx_t	*sfx;

	if (nosound->value)
		return;

	if (!sound_started)
		return;

	sfx = S_PrecacheSound (sound);

	if (!sfx)
	{
		Con_Printf (PRINT_SAFE, "S_LocalSound: can't cache %s\n", sound);
		return;
	}

	Con_Printf (PRINT_DEVELOPER, "Playing local sound: %s\n", sound);

	S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);
}


void S_ClearPrecache (void)
{
}


void S_BeginPrecaching (void)
{
}


void S_EndPrecaching (void)
{
}

